3Toffre=l^i)tfit 



Joff resist 

Hand Book 
of 

Rules and Regulations 
With Score Card 



Copyrighted, Lynch- Whist 1910 
Copyrighted, Joffre-Whist 19$l-lo * 



NEW YORK 

Edgar Printing and Stationery Co. 
68 West 39th Street 



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9CIA415592 
OCT 25 1915 



PREFACE 



This game was invented in 1909 and 
called Lynch- Whist and renamed in 1914 
Joffre-Whist. The score has been changed 
from the original to subordinate the saving 
of honors to the winning of tricks; and to 
preserve the science of Whist, with the 
added interest that Joffre-Whist gives. 

The values of the suits have been ar- 
ranged for bidding. 

Spades and Diamonds are placed below 
Clubs and Hearts as they contain Joffre, 
which more nearly equalizes their trump 
value. 

The following Principles and Rules are 
taken from Whist, with such changes as 
Joffre-Whist calls for and are given in a 
concise form, so as to be* convenient for 
the "Jo&ve" student, forming a pocket 
hand-book of the game. 



New York City, 
June, 1915. 



E. L. 



GENERAL PRINCIPLES. 

The two most important matters in 
Joffre- Whist are, to make the best use of 
any combination of cards that you may 
hold, and to give information to your 
partner. 

All Whist rules and leads govern Joffre 
except when otherwise stated. 
Cut and deal as in Whist. 
Cards rank Ace high to Deuce low. 

MAKING TRUMPS. 

Players bid to make the trump, an- 
nouncing the trump they bid on. Dealer 
starts by bidding one or more, according 
to the number of tricks he can win over 
six, or passes to player on left. Each 
player has the opportunity of bidding, 
passing, doubling or re-doubling or raising 
partner's bid. Bidding is closed on reach- 
ing the highest bid. Player making trump, 
failing to score the number of tricks bid, 
opponents score Reversed tricks. 



The following combination of cards are 
safe to bid on : 

6 cards including 1 honor. 

5 " 2 honors. 

4 " " Ace, King, Queen. 

MEANING OF BIDS. 
Bid of one ; I have two tricks in this suit. 
Bid of two; I have four tricks in this 
hand. 

Bid of three ; I wish to play this hand. 
Player on left of Maker leads. 
Play as in Whist. 

HONORS. 

Trump Honors are Ace, King, Queen 
and Jack of trumps, and score the partners 
winning them. 

Royal honors are four honors of a kind 
and score the partners winning them. 

JOFFRE. 

Partners winning 10 of diamonds and 2 
of spades score. No score for split Joffre 



LEADS. 

Leads are to inform your partner what 
you hold in the suit. 

ACE LEADS. 
Ace and King, lead the Ace. 

" " four cards lead the Ace. 

" Queen and Jack, lead the Ace. 
Never lead low from an Ace. 

KING LEAD. 
King, Queen, lead the King. 

QUEEN LEAD. 
Queen, Jack, Ten, lead the Queen. 

TEN LEAD. 
King, Jack, Ten, lead the Ten. 

SMALL CARD LEAD. 
Fourth best in the longest suit that has 
an honor. 





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- COPYRIGHTED • L*NCH WHIST; 1909 JOFFfcE WHIST*9ljM5 * 



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GAME.N* 



SHORT SUITS. 



A short suit contains less than four cards. 

In a short suit without an honor, lead 
the highest card below the Ten. 

Never lead a short suit, if you have four 
trumps, unless your trumps are weak. 

LEADING FROM A SEQUENCE. 

A sequence is composed of two or more 
cards with at least two honors that touch, 
as : 

Ace, King, Queen and others. 
King, Queen, Jack " 
Queen, Jack, Ten " 
Lead the highest card, followed by the 
lowest. 

TENACE. 

A Tenace is composed of the best and 
third best card of any suit; let the suit 
come up to you and fmy^esse with the third 
best card, by playing it, and hold the best 
card to control the suit. 



In a weak suit lead the highest card. 

In a long suit without an honor, lead the 
highest card below the Ten. 

When you lead a high card and do not 
follow with another high card, lead your 
fourth best. 

If you hold the best card of your part- 
ner's suit, lead it before opening your own. 

Never lead up to a strong adverse hand. 

Never lead trumps up to the maker. 

DISCARDING. 

Discard from your longest suit, if the 
adversaries lead out trumps. In all other 
leads, discard from your short suit. Dis- 
card unguarded Honors and Joffre on your 
partner's tricks, as they score the partners 
winning them. 

On the second round of any plain suit, 
play the best card, if you hold it. 

A revoke deducts 10 points. 

Game four hands. 



JOFFRE-WHIST GAMES. 



STRAIGHT JOFFRE. 

Straight Joffre is played by the same 
partners throughout the game. 

CIRCUIT JOFFRE. 

In playing Circuit Joffre, partners are 
changed after each game of four hands, for 
three games. 

PROGRESSIVE JOFFRE. 

Progressive Joffre is played with three 
or more tables. Partners scoring highest 
advance to the next table after each game 
of four hands. 



DUPLICATE JOFFRE. 

Duplicate Joffre is played with eight 
duplicate boards, the same as Duplicate 
Whist. On the original play the arrow 
points North; as each hand is played the 
maker turns up a trump card, and returns 
the hand to the pocket of the tray, leaving 
the trump exposed for the return game. 

On the duplicate play, the arrow points 
East, and hand B plays hand A and hand 
A plays hand B. 

The location of the exposed card in each 
board, locates the maker, and the trump to 
be played. 

MAKING TRUMPS IN DUPLICATE 
JOFFRE. 

Dealer declares trump, or passes to 
player on left. 

Player on left failing to make trump, 
dealer's partner must declare. 

Player on left of maker leads. 



VALUE OF TRICKS IN 
JOFFRE-WHIST. 



Tricks 


Spades 


Diamonds 


Clubs 


Hearts 


1 


9 


10 


11 


12 


2 


18 


20 


22 


24 


3 


27 


30 


33 


36 


4 


36 


40 


44 


48 


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45 


50 


55 


60 


6 


54 


60 


66 


72 


7 


63 


70 


77 


84 


Slam 


123 


130 


137 


144 



NOTES 



LIBRARY OF CONGRESS 



029 604 622 A 



